// SPDX-License-Identifier: AGPL-3.0-only //! Vertex data structures and layout descriptions. use bytemuck::{Pod, Zeroable}; /// Represents a single vertex in 3D space with position, colour, and face orientation. /// /// Uses `repr(C)` to ensure the memory layout matches what the GPU expects (no Rust-specific reordering). /// `Pod` and `Zeroable` allows safely casting this struct to a raw byte slice. Every field is 4-byte aligned and the struct is 28 bytes, so no implicit padding exists for `Pod` to expose. #[repr(C)] #[derive(Copy, Clone, Debug, PartialEq, Pod, Zeroable)] pub struct Vertex { /// 3D position of the vertex (X, Y, Z). pub position: [f32; 3], /// The RGB color of the vertex [r, g, b]. pub color: [f32; 3], /// Index of the face's outward normal into the shader's normal table. /// /// Cubic geometry admits only six distinct normals, so the direction is packed as an index rather than a `vec3`, saving 8 bytes per vertex. The vertex shader decodes it; the index ordering is defined by `FaceDir::to_index` in `meshing.rs` and must stay in step with the `FACE_NORMALS` table in `cube.vert`. pub normal: u32, } impl Vertex { /// Describes how Vulkan should read the vertex data from a buffer. /// /// This defines the 'stride' (distance between vertices) and specifies that data is read per-vertex rather than per-instance. /// /// # Panics /// Panics if the size of the vertex structure exceeds the maximum value of a 32-bit unsigned integer. #[expect( clippy::expect_used, reason = "the vertex struct size is far below u32::MAX" )] pub fn get_binding_description() -> ash::vk::VertexInputBindingDescription { ash::vk::VertexInputBindingDescription::default() .binding(0) .stride( u32::try_from(std::mem::size_of::()).expect("Vertex size exceeds u32 range"), ) .input_rate(ash::vk::VertexInputRate::VERTEX) } /// Describes the layout of individual fields (attributes) within a single vertex. /// /// These 'locations' must match the `layout(location = X)` qualifiers in the vertex shader. pub fn get_attribute_descriptions() -> [ash::vk::VertexInputAttributeDescription; 3] { [ // Location 0: position (vec3 -> R32G32B32_SFLOAT) ash::vk::VertexInputAttributeDescription::default() .binding(0) .location(0) .format(ash::vk::Format::R32G32B32_SFLOAT) .offset(0), ash::vk::VertexInputAttributeDescription::default() .binding(0) .location(1) .format(ash::vk::Format::R32G32B32_SFLOAT) .offset(12), // Location 2: packed face normal index (uint -> R32_UINT). The shader input must be declared `uint`; reading an integer-formatted attribute through a float declaration is undefined and silently produces garbage on some drivers. ash::vk::VertexInputAttributeDescription::default() .binding(0) .location(2) .format(ash::vk::Format::R32_UINT) .offset(24), ] } }